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Antonio M. Mora García
Department of Computer Architecture and Computer Technology
University of Granada (Spain)
HOW TO MOTIVATE STUDENTS THROUGH GAMES
Gamification is a process where
game-based elements and
mechanics are applied in other, in
principle, non-ludic environments.
The aim is to lead the people to do
a certain set of tasks or to act in a
desired way.
It tends to increase the motivation,
the concentration, or the effort, for
instance.
2
IWTI 2016
GAMIFICATION IN TEACHING
WHAT IS GAMIFICATION?
 Challenges  Objectives 
Solutions  Reward
(short-term)
 Abstinence/Engagement system
 Social Networks support
3
IWTI 2016
GAMIFICATION IN TEACHING
THE MOTIVATION OF GAMES NOWADAYS
4
IWTI 2016
GAMIFICATION IN TEACHING
GAME MECHANICS TO APPLY
 Achievements
 Levels
 Score
 Rewards
 Challenges
 Gifts
 Socialisation
 Rankings
 Avatars
 Trophies
 Real-time activity
 Business
 Marketing
 Health
 Social Networks
 Education
5
IWTI 2016
GAMIFICATION IN TEACHING
WHERE IT IS APPLIED?
It is used on the first stages of education.
6
IWTI 2016
GAMIFICATION IN TEACHING
GAMIFICATION IN EDUCATION
 Increases the motivation of students
 Improves their reasoning process and
their autonomy
 Promotes active learning
 Provides immediate information and
feedback between student and teacher
 Increases creativity
 Promotes physical and mental abilities
 Creates positive attitudes
7
IWTI 2016
GAMIFICATION IN TEACHING
ADVANTAGES FOR THE EDUCATIONAL SYSTEM
 Made to teach Biology and Geology in 3º ESO by Santiago Vallejo
 Zombie-Based Learning
 The students must apply concepts of the subject to survive to a
zombie apocalypse
http://zombiologia.com/
8
IWTI 2016
GAMIFICATION IN TEACHING
EXAMPLES: ZOMBIOLOGÍA
 Used by 25000 students
 Configurable to the class dynamics
 Positive actions in class  increase
experience level
 Negative actions in class 
decrease health points
 A level up means to have higher
power and earn money to buy
items and abilities for our character
http://www.classcraft.com
9
IWTI 2016
GAMIFICATION IN TEACHING
EXAMPLES: CLASSCRAFT
 Using electronic voting
devices in class
 UGR Teaching Innovation
Project
 Increase the participation,
concentration and
understanding
 Possibility of using it for
continuous evaluation
10
IWTI 2016
GAMIFICATION IN TEACHING
EXAMPLES: SIMPLE EXAMPLE
 Play Brighter
http://playbrighter.com/
 Captain Up
https://captainup.com/
 Class Dojo
https://www.classdojo.com
 Course Hero
https://www.coursehero.com/
11
IWTI 2016
GAMIFICATION IN TEACHING
OTHER OPTIONS
THANK YOU!
Thanks to Francisco Gutiérrez Vela for his help and materials
12
IWTI 2016
GAMIFICATION IN TEACHING
@amoragar
http://geneura.ugr.es/~amorag

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Gamification in Teaching - How to motivate students through games

  • 1. Antonio M. Mora García Department of Computer Architecture and Computer Technology University of Granada (Spain) HOW TO MOTIVATE STUDENTS THROUGH GAMES
  • 2. Gamification is a process where game-based elements and mechanics are applied in other, in principle, non-ludic environments. The aim is to lead the people to do a certain set of tasks or to act in a desired way. It tends to increase the motivation, the concentration, or the effort, for instance. 2 IWTI 2016 GAMIFICATION IN TEACHING WHAT IS GAMIFICATION?
  • 3.  Challenges  Objectives  Solutions  Reward (short-term)  Abstinence/Engagement system  Social Networks support 3 IWTI 2016 GAMIFICATION IN TEACHING THE MOTIVATION OF GAMES NOWADAYS
  • 4. 4 IWTI 2016 GAMIFICATION IN TEACHING GAME MECHANICS TO APPLY  Achievements  Levels  Score  Rewards  Challenges  Gifts  Socialisation  Rankings  Avatars  Trophies  Real-time activity
  • 5.  Business  Marketing  Health  Social Networks  Education 5 IWTI 2016 GAMIFICATION IN TEACHING WHERE IT IS APPLIED?
  • 6. It is used on the first stages of education. 6 IWTI 2016 GAMIFICATION IN TEACHING GAMIFICATION IN EDUCATION
  • 7.  Increases the motivation of students  Improves their reasoning process and their autonomy  Promotes active learning  Provides immediate information and feedback between student and teacher  Increases creativity  Promotes physical and mental abilities  Creates positive attitudes 7 IWTI 2016 GAMIFICATION IN TEACHING ADVANTAGES FOR THE EDUCATIONAL SYSTEM
  • 8.  Made to teach Biology and Geology in 3º ESO by Santiago Vallejo  Zombie-Based Learning  The students must apply concepts of the subject to survive to a zombie apocalypse http://zombiologia.com/ 8 IWTI 2016 GAMIFICATION IN TEACHING EXAMPLES: ZOMBIOLOGÍA
  • 9.  Used by 25000 students  Configurable to the class dynamics  Positive actions in class  increase experience level  Negative actions in class  decrease health points  A level up means to have higher power and earn money to buy items and abilities for our character http://www.classcraft.com 9 IWTI 2016 GAMIFICATION IN TEACHING EXAMPLES: CLASSCRAFT
  • 10.  Using electronic voting devices in class  UGR Teaching Innovation Project  Increase the participation, concentration and understanding  Possibility of using it for continuous evaluation 10 IWTI 2016 GAMIFICATION IN TEACHING EXAMPLES: SIMPLE EXAMPLE
  • 11.  Play Brighter http://playbrighter.com/  Captain Up https://captainup.com/  Class Dojo https://www.classdojo.com  Course Hero https://www.coursehero.com/ 11 IWTI 2016 GAMIFICATION IN TEACHING OTHER OPTIONS
  • 12. THANK YOU! Thanks to Francisco Gutiérrez Vela for his help and materials 12 IWTI 2016 GAMIFICATION IN TEACHING @amoragar http://geneura.ugr.es/~amorag